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EmperorGrimm

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Mar 8, 2010
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The Forsaken Land

IRC Coldfront #Forsaken

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Setting

Hey there and welcome to my sequel in spirit to my post-apocalyptic Hammer of Fate. This game will take place in the same setting but will allow players to create their own faction and guide it into through the post-Strike era. The year is 2034, twenty years after a devastating asteroid strike and the ruined landscape are crawling with new people molded by the end of the old world and its aftermath. Dust storms have dwindled down to a defined season of the year allowing surface agriculture to return to the wastes. Shelter refugees are coming out of their subterranean shelters in full force and survivors on the surface have established stable communities of varying degrees of oppression and complexity.

Game Summary

You are the invisible guiding hand of your band of post-apocalyptic people to do with them what you desire in the confines of realism and the setting.

To create your faction i'll need the following:

This is based on a high degree of realism. You start off as a small fledgling settlement. This isn't Fallout, its quite the opposite in that there's no aliens or Liberty Primes, the asteroid strike happened in our 2014.

Official Name:
Origin: this is where your founders come from. Shelter Refugees or Wastelanders
Background: self-explanatory, I will provide the make up of your settlement from this
Start Location: The wasteland for the sake of simplicity roughly resembles the geography of the old world but covered with nutrient soils broken by some dead areas and such. So if you want to settle next to the old Mississippi or in the ruins of Atlanta you may but they will carry their own opportunities and threats.

Origin is the only real concrete modifier in the creation of your faction. Shelter Refugees have bonuses toward acquiring new ideas and growth, their founders start off as educated and civilized. Wastelanders have bonuses toward combat and trade, their founders start off with knowledge of at least two other NPC settlements.

Here's an example of a faction's stats.

Carnac
Leadership: Meritocratic Council
Society: Monocultural/Shelter Culture
Infrastructure: Basic Foundations
Reputation: Respected
Stability: Harmonious
Warfare: Disciplined Militia
Economy: Scavenging
Exploration: 2 communities contacted

Resources: 1,000 tons
Evolution Points: 10
Population: 1,500

Each of these modifiers requires that you have a certain amount of Evolution Points to spend on advancing or altering them to an improved or different state.. Typically to alter a modifier you have to have EP acquired by succeeding in your orders and by doing well in the game. Sometimes though the modifiers can and probably be changed by events out of the control of the player.

Leadership represents your government or leaders. Changing leadership can sometimes bring stability issues and even the overthrow of your own designs.

Society represents the complexity and status of your society. Certain state of affairs will bring unique problems and benefits to your settlement.

Development represents your settlement's ability to house a certain number of people, your capacity to thrive economically, and how well you execute certain projects.

Reputation is how you're viewed by outside peoples.

Stability represents how close you are to falling apart or a revolution.

Warfare represents your ability to defend against attacks and deal out blows as well. Each degree of warfare requires you to advance in 3 levels to achieve it.

Economy represents how well and how you collect resources.

Exploration is represented by how many settlements you know of and the more of the world you know then the more know opportunities and threats your settlement faces. Exploration progresses at a natural rate which can be curtailed by your RP policies if you wish.

Once you created your faction will be able to play the game once GM approved. There are three types of orders, Settlement Order which deals with internal affairs and Defense Order which deals with your military. You don't need to plan actions outside of roleplay, success and failure will be determined by die rolls which I may or may not modify. Diplomacy will not require an order but breaking agreements with NPCs and players can cause domestic disturbances. Finally you have your Special Order which covers anything not covered by the other two orders which isn't diplomacy. Extra orders may be added to the stats depending on your development.

Settlement Orders must be public. Defense and Special Orders can be public or private.

Evolution Points can be spent without an order. An evolution costs 50 EP across the board.

Game Start

All factions begin at a relatively safe location which they can choose. If you find an old nuclear generator or water dam in the region from today's time then you can settle there and mention your location which can provide unique benefits.
 
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Map and Setting


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Blank Map

Regions

The Panhandle Wasteland

Defined by the Santee River Valley [Carolina Valley] in the east and the East Gulf Valley to the west known as the Savage Lands. In between the so called Western River and the former Alabama River [The Panhandle River] are the Black Plains in the north and the Outer Plains to the south. In between the Panhandle River and Carolina Valley is known as the Land of Ruins because of the great ruins of Atlanta, Columbus, Macon, and Columbia. To the south is the Floridian Lands which little is known about. Appalachia borders the north.

Carolina Valley

Rich wetlands dominated by the ruins of numerous towns and cities including the remains of Columbia. Many small townships exist along the Carolina rivers trading on barges and waging petty wars. No dominant force exists here.

Savage Lands

Mysterious and full of large cannibal tribes, the lands cover the transitional territory to the vast unknown of the rest of the United States. If it can be conquered trade routes can connect the Panhandle with the rest of the former United States. Many great cannibal chiefs "bosses" come from this area.

Black Plains

The most fertile of the wasteland because of nutrients from small volcanic pockets formed after the Great Quakes. Animal life exists here in abundance from an unknown source and agriculture is spreading slowly in some places.

Outer Plains

The most heavily settle region in the wastes outside of Carolina Valley and Atlanta, many possible trade partners and enemies, plentiful scrap, average soil richness. Scrap Town currently controls the politics of the region.

Land of Ruins

Covered with numerous inland lakes formed after the melting of the ice and from heavy rains this region is full of large ruins with its countryside mostly empty. Many shelter refugees dwell here.

The Soaked Country

Encompassing the northern area of the peninsula, the Soaked Country much like the Land of Ruins is covered with inland seas and vast swamps. The water here is too salty for human consumption and few facilities to convert salt water to fresh, the entire region is broken up into fierce cannibal who fight over water and flesh.

Player Factions/Stats

Cowan's Folly (Afaslizo) (Carolina Valley)
Leadership: Theocratic Assembly
Society: Monocultural/Survivalist
Infrastructure: Basic Foundations/Water Dam
Reputation: Feared
Stability: Harmonious
Warfare: Wasteland Militia
Economy: Scavenging/Abundant Water
Exploration: 6 communities contacted

Resources: 800 tons (new resource collection areas + new communities to trade with)
Evolution Points: 10
Population: 250 (new converts)

Republic Of New Louisiana (Tapscott) (Savage Lands)
Leadership: Wasteland Republic
Society: Diverse/Chaotic Democracy
Infrastructure: Basic Foundations
Reputation: Respected
Stability: Minor disturbances
Warfare: Disciplined Militia
Economy: Limited Agrarian/Scavenging
Exploration: 5 communities contacted

Resources: 700 tons (awaiting plans to
Evolution Points: 20
Population: 370

Tenneseee Valley Authority (TVA) (Lonelylurker) (Land of Ruins)
Leadership: Survivalist Eldership
Society: Monocultural/Survivalist/Educated
Infrastructure: Basic Foundations
Reputation: Indifferent
Stability: Harmonious
Warfare: Disciplined Militia
Economy: Scavenging
Exploration: 1 communities contacted

Resources: 500 tons
Evolution Points: 30
Population: 170

Republic Of Macon (Baboush) (Land of Ruins)
Leadership: Survivalist Eldership
Society: Monocultural/Survivalist
Infrastructure: Basic Foundations
Reputation: Indifferent
Stability: Harmonious
Warfare: Wasteland Militia
Economy: Scavenging
Exploration: 2+3 communities contacted

Resources: 500 tons (agricultural project + new communities to trade with)
Evolution Points: 30
Population: 260

The Hierarchy (Bakerydog) (Land of Ruins)
Leadership: Despotism
Society: Monocultural/Survivalist
Infrastructure: Basic Foundations
Reputation: Feared
Stability: Harmonious
Warfare: Disciplined Militia
Economy: Scavenging
Exploration: 1 communities contacted

Resources: 700 tons
Evolution Points: 10
Population: 180

Cape Canaveral (Bialaska) (The Soaked Country)
Leadership: Oligarchy
Society: Monocultural/Survivalist
Infrastructure: Basic Foundations
Reputation: Hated
Stability: Harmonious
Warfare: Wasteland Militia
Economy: Scavenging
Exploration: 1 communities contacted

Resources: 400 tons
Evolution Points: 20
Population: 240

NPC Factions

Port Atlantic (NPC) (Land of Ruins) (Allied State of New Louisiana)
Leadership: General Carlos Garcia
Society: Diverse/Fresh Immigration
Infrastructure: Minor Industry/Rebuilding
Reputation: Humbled
Stability: Occupied/Tranquil
Warfare: Veteran Wasteland Militia
Economy: Limited Industry/Food Shortages/Disarray
Exploration: 5 communities contacted

Resources: 1,300 tons
Population: 1,600

Hubbart Fields (NPC) (Land of Ruins)
Leadership: Despotism
Society: Monocultural/Enslaved
Infrastructure: Strong Defenses/Mansions For Barons/Communal Slave Camps
Reputation: Feared
Stability: Contained
Warfare: Elite Wasteland Militia
Economy: Gasoline Production/Gas Barons
Exploration: 16 communities contacted

Resources: 3,000 tons
Population: 600

Camp Benning (NPC) (Land of Ruins)
Leadership: Despotism
Society: Monocultural/Paternal Meritocracy
Infrastructure: Non-Existence/Communal Sheltering
Reputation: Feared
Stability: Harmonious
Warfare: Veteran Wasteland Militia
Economy: Scavenging
Exploration: 3 communities contacted

Resources: 1500 tons
Population: 400

Crystal Palace (Land Of Ruins)
Leadership: Slaver Autocracy
Society: Monocultural/Slaver
Infrastructure: Non-Existence/Communal Sheltering/Holding Pens
Reputation: Feared
Stability: Perpetual Discontent/Infighting
Warfare: Veteran Wasteland Militia
Economy: Scavenging/Slaving
Exploration: 14 communities contacted

Resources: 1200 tons
Population: 500

One Fourteen (Savage Lands)
Leadership: Overseership
Society: Monocultural/Shelter Culture
Infrastructure: Limited/Advanced
Reputation: Feared/Isolationist
Stability: Divided/Overseer Tyranny
Warfare: Shelter Infantry
Economy: Nuclear Powered/Small Industry
Exploration: 2 communities contacted

Resources: 1900 tons
Population: 300

Scrap Town (Savage Lands)
Leadership: Despotism
Society: Diverse/Scrap Collective
Infrastructure: Communal Shelters/Large Storage
Reputation: Feared
Stability: Minor Disturbances
Warfare: Veteran Wasteland Militia
Economy: Scavenging
Exploration: 8 communities contacted

Resources: 1700 tons
Population: 800

Autumn Circle (Floridian Lands)
Leadership: Theocratic Eldership
Society: Monocultural/Cannibalistic/Theocracy
Infrastructure: Non-Existence/Communal Sheltering
Reputation: Feared
Stability: Harmonious
Warfare: Veteran Wasteland Militia
Economy: Scavenging
Exploration: 5 communities contacted

Resources: 1000 tons
Population: 400

Santee Confederation (Carolina Valley)
Leadership: Tribal Council
Society: Multicultural/Tribal Confederation
Infrastructure: Communal Shelter/Large Storage
Reputation: Feared/Isolationist
Stability: Harmonious
Warfare: Veteran Wasteland Militia
Economy: Scavenging/River Trade
Exploration: 9 communities contacted

Resources: 800 tons
Population: 200

Diplomatic Agreements

Turn Updates

Important Posts
 
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Records Of The Post-Strike Era

Knowledge on animal life, types of groups and settlements, history, and everything else needed to be known about the game world will be here.

Shelter Culture
A mixture of pre-Strike culture and a nervous idealistic psychology, the shelter refugees are both horrified but determined to settle a dark and cruel world. They are typically educated and speak pre-strike American English.
Wastelanders
With increased stamina and mental will the wastelands survived on the surface for years. They are typically illiterate and poorly educated on higher knowledge but are incredible survivalists.
 
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th

Official Name:Blood Ravens
Origin: wastelanders
Background: The year was 2034 everything has changed since the asteroid hit, the land, the people, and even the values of humanity. Some people have given up on their lives and live in fear but, there are some who fight for their lives so they can continue to go on living. Those people are called the blood ravens, they were formed by a man named Magneel Rennings. Who refers himself to be named Pantheon, his group of hardened warriors and scientists work day and night trying to find a way to bring order to this god forsaken world. before he became Pantheon was a man of the US military forces, a lieutenant he fought for his country and loved every day of it but, life likes to screw with a man's prospective and gives him the cold shoulder. So when the asteroid hit Magneel only tried to find a way to survive destruction rather than die within it, so when everything was over he ended up being with what is called the Savage lands today. He spent his days trying to survive until he came with the realization that is maddening trying to fight alone, it would make more sense to gather followers to help him survive in this world.

So he decided to gather people to join his group, it didn't take long though as there were many able men and women ready to join his side to survive. He would later call his group the Blood Ravens, Magneel then adopted the name Pantheon, during that time he also developed a code that will stay the code or arms of every Blood Raven forever and that was the Blood Code. It was a code that meant that they will strive for military advances in their fighting capabilities and economic advances that would help their group get bigger and more stable. Now the Blood Ravens had a initiation challenge which meant life or death expectations, if you were born into the group then you are entered into the Blood Ravens at age fourteen if you are an outsider then you must pass tests before the initiation.

And finally the Blood Ravens mission is to bring order back into this forgotten world, so that the future cannot not look so dim for future generations. Their base of operations is in Pulaski Missouri within the savage lands.

Start Location:Pulaski,Missouri, (Savage Lands)
 
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The Republic of Macon

The "Republic" was founded by a band of national guardsman of the 148th Brigade Support Battalion based out of Macon Georgia. After receiving no direction from D.C. in the days after the asteroid strike the base went rogue. The man in charge of the battalion....David Bowman was appalled watching the country fall apart around him. He built walls around the base and began establish contacts with nearby settlements. The guardsman used to be in possession of a few armored personnel carriers and even a helicopter but it has been a long time sense they had the fuel to power them. Over the years Dave has continued to lead the base and the men of the 148th but he is growing old and his soldiers are aging. Dave's policies towards things such as immigration and his attitude towards the average wastelander must change if he wishes to keep his settlement alive.
 
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Follow the format laid out in the topic post. Also Republic of Dave is..not good. I think you should use The Volunteers, its the name of the army unit there and are you shelter refugees or wastelanders. You're just starting out as well.
 
The Overlordship of Montgomery

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Official Name: The Overlordship of Montgomery

Origin: Shelter Refugees

Background: The Overlodship originated when the asteroid hit the Earth in 2014 and caused the Earth to go into a global winter. The Overlordship was made up of locals and the national guard both took shelter under an army base in order to wait out the winter-or live there forever. The supplies in the base allowed the inhabitants to survive for 20 years as well as the hydroponics system set up by one of the locals who was a college professor and specialized in agriculture. Politically though there was much turmoil due to how things were going to be run for however long they were down there. Many suggested a democratic system or some sort of system in which a group of selected people would lead the refugees until death and would be replaced by other elected people. One day however in the recorded year of 2017 the resident National Guard commander who lead the security force of the refugees as well as the former commander of the army base took forceful control over the refugees and the commander, Colonel John S. Anderson proclaim the Overlordship. In the following years everything remained quite peaceful and quiet as there was quite literally nothing to do in the open area underneath the bases Headquarters. In the year of the Overlord 2028 however with many people without jobs or anything useful to do the Overlord ordered the conscription of all males aged 18-30 for military service in the Overlordship. In the current year of the Overlord 2034 when conditions become favorable to reenter the world the Overlordship of Montgomery was proclaimed and the iron door was opened for the first time in 20 years.

Start Location: Somewhere near Montgomery, Alabama (Land of Ruins)
 
NPCs have been added and more will be coming. Exploration will be changed and be represented by a new modifier that makes more sense. All factions begin knowing one another through the limited but surprisingly effective trade and communication system in the wastes.
 
Official Name: Raiders of Cape Canaveral

Origin: Shelter Refugees

Background: Originally consisting of scientists, civilians and military, who all sought protection in the shelters. The first few months they had supplies, but as supplies ran out, the survivors had to make hard choices, and though many rejected the idea at first, eventually they were forced to die or become cannibals. This caused a lot of infighting and strife, and the survivors had no leadership. Until a small group of the military, possessing military grade weapons, used force in order to reestablish order again.
Now the number of their population is low, and they are facing a challenge, as they must somehow find another source of food, perhaps by attacking other settlements, because others must have survived.

Start Location: Cape Canaveral (Floridian Lands)
 
I'm vaguely interested in signing on. I do have one question, though: where are most of the geographic areas you outline actually located? The Panhandle Wastes, Land of Ruins, and the Carolina Valley seem to be fairly well-defined, but how far north do the Black Plains reach, and is the peninsula referred to in the Soaked Country's description Florida, the Louisiana alluvial, or another separate region? Also, to confirm, is the Western River the Mississippi or one of the smaller north-south rivers (Pascagoula, Pearl, etc.) between the Alabama and Mississippi? Finally, where do the Appalachians figure in the geographical regions?
 
I'm vaguely interested in signing on. I do have one question, though: where are most of the geographic areas you outline actually located? The Panhandle Wastes, Land of Ruins, and the Carolina Valley seem to be fairly well-defined, but how far north do the Black Plains reach, and is the peninsula referred to in the Soaked Country's description Florida, the Louisiana alluvial, or another separate region? Also, to confirm, is the Western River the Mississippi or one of the smaller north-south rivers (Pascagoula, Pearl, etc.) between the Alabama and Mississippi? Finally, where do the Appalachians figure in the geographical regions?

The Black Plains are in between the river cutting through the East Gulf Coastal Plain to the Alabama River, its northern reaches end at the Applachians. The Western River is the one that cuts through the East Gulf Coastal Plain. The Soaked Country is northern Florida ending somewhere roughly where Cape Canaveral is and cutting a borderline from there to the western Florida coast. Appalachia is off limits for now.
 
The Black Plains are in between the river cutting through the East Gulf Coastal Plain to the Alabama River, its northern reaches end at the Applachians. The Western River is the one that cuts through the East Gulf Coastal Plain. The Soaked Country is northern Florida ending somewhere roughly where Cape Canaveral is and cutting a borderline from there to the western Florida coast. Appalachia is off limits for now.

I don't suppose you could outline those areas on a map, by any chance? I have next to no idea where everything is, with the blank map provided not really giving me any useful information.
 
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Official Name: Cowan's Folly
Origin: Shelter Refugees
Background: Building their shelter into the structures of the Cowans Ford Hydroelectric Station while isolating a large bit of its freshwater ressources some of the officials from nearby Charlotte and the persons with the right connections to them survived the long dark years. Forced outside because the systems of the Station need some serious repair and not out of free will they utterly despise the unclean earth they are now cast upon. In order to drive the "unclean" (meaning everyone else) away they adapted a policy of deception and subterfuge such as naming their little haven Cowan's Folly. Their "emissaries" to wasterlanders and other survivers disguise themselves as Emissaries from an upmade Cult of Decay which seems to be able to find some roots in the neighboring districts.
Having lost their own faith long ago(surving such harsh conditions may only lead to fanatics one way or the other while either using faith or perverting it) the Cowans as the title themselves use their knowledge of religion to manipulate all the superstitious fools outside. Thus they come of as two different governments: A semi-democratic structure sworn to seclusion on the inside and a theocratic movement on the outside.
Start Location: http://en.wikipedia.org/wiki/Cowans_Ford_Dam
 
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Official Name: The Republic of New Louisiana

Origin: Shelter Refugees

Background: Nine years of anarchy followed in the wake of the impact of the asteroid strikes that ended life as the survivors knew it, and it fell to a former butcher, called Charles Archer, who despaired over the loss of ‘good American values’ and the general lawlessness of the community he lived in, to bring about change. Uniting the disparate militas into one force, Charles Archer seized control of the small town of Gatton and proclaimed the Republic of New Louisiana. Bringing in a period of peace and prosperity to his small band of followers, the now President Charles Archer organized his creation into imitating the United States he knew and loved, basing their entire political, legal and economic systems around how he best understood the former system worked.

Charles Archer, having been officially elected as President of the Republic in 2023, announced that with the end of his second term as President in 2031, he would retire from politics, letting the next generation take control of adolescent state. Being elected in as second President of the Republic of New Louisiana was Daniel Evans, a man who vowed to pursue a policy of active foreign policy and securing the Republic’s place as a key powerbroker of the new world, the people of New Lousiana are hopeful that they can be lead to a bright, new, future.

Start Location: North of ruins of Shreveport, in Louisiana. (No idea what region that falls under.)